Xcode 11 / iOS 13 record UITest not working - ios

It appears that recording UI Tests on iOS 13 is not working. I press the record button, the app runs and while I interact with it, no code gets generated based on those actions as you would expect. This also happens on a new project.
Is that a bug or is there any new configuration we need to do. I have no ideas on what to do. I think I watched all testing WWDC sessions and don't remember anything being mentioned about this.
If I change the simulator to iOS 12, it works as expected.

It seems to be a reported bug already:
https://forums.developer.apple.com/thread/123069
So we would just need to wait for an update. But yes ios12 still working fine

Related

ITMS-90561: Invalid Swift SupportĀ - The watchOS application has Swift libraries at both - Xcode 12

I recently tried to submit an update to an app that I have been constantly updating, the last update was done using Xcode 11. This time when I Distributed the App using Xcode 12, everything went smoothly without any errors but after a few minutes, I got the following email from Apple.
Email
But I'm not really sure what do I need to do to make it work.
Any idea what could be wrong?
I solved my issue by changing Always Embed Swift Standard Libraries from Yes to No. for the Watch App.

EXC_BAD_ACCESS when trying to run Unity game on iOS simulator

I'm usually not a Mac/Xcode user, please forgive me for incorrect terms or understandings.
I have a 2D Unity game which I can successfully build and run on Android and Windows Phone devices/emulators. When building for iOS, I can successfully create the Xcode project, open it and build the app in there. The only change in the iOS-specific player settings I made was to set SDK Version to Simulator SDK.
However, when trying to run it inside the simulator, the splash screen appears, then Xcode pauses on something that looks like an assemby file with an error message: Thread 1: EXC_BAD_ACCESS (code=1, address=0x4).
As I had no idea on what to do, I started stripping down my project (in Unity) until I had no more gameObjects but the camera left on the start scene. Also, I removed all other scenes from the build. The only thing that changed was that above error message now seems to appear on another assembly file.
What could be the issue here? How should I investigate further?
Update
This is the stacktrace:
Update 2
I've created a new blank Unity project, and I get the exactly same error there. The problem seems to be related to Unity or my machine, not the app itself.
Workaround
After days of researching, I still couldn't resolve the issue and finally built for a real devices instead of the simulator. Since I don't own one, I "blindly" submitted the result to the app store, and it got accepted.
For me, that's the proof that the issue is solely related to the combination of Unity and the iOS simulator, i.e. that those two don't work together reliably.
On the other hand, it seems relatively safe to assume that an app will work on iOS if it's been successfully tested on Android, Windows Phone and the default player. Of course, unless iOS-specific features are implemented.
I only know one reason, that leads to this behaviour (device builds work, but simulator builds won't).
=> This could happen, when using native iOS code / plugins
To fix that, you'll have to modify the <path-to-xcode-project>/Libraries/RegisterMonoModules.cpp file, cause somehow Unity does not register those classes/methods for the simulator.
Just look for #if !(TARGET_IPHONE_SIMULATOR) defines and shift them to have all your plugins included, also in the simulator. There will be some move mono_dl_register_symbol() that you'll need.

Unity iOS app's screen goes black on startup, but still appears to be running

I'm using Unity Pro 4.5.3f3 + iOS Pro 4.x, Xcode 5.1.1, and tested with an iPhone 4S and 5 running iOS 7.1.2.
I recently took over development of an iOS app from a departing coworker at my game studio, and I'm attempting to compile the app in Xcode on my own machine for the first time. I have followed his instructions for which extra Obj-C code to add manually. The app works perfectly in Unity. Everything builds in Xcode without errors.
When the app runs, I see the custom splash screen loading as intended, but then the screen goes completely black. The app appears to be running fine...I can hear its sounds playing and it even responds when I tap the screen in areas where I know the buttons are supposed to be. There are no errors thrown to the log. But it doesn't display any graphics at all!
I suspect the Prime[31] plugin has something to do with it, as I get a strange log output saying Prime[31] didn't recognize several other plugins. And I can't delete it to test my theory, because way too many scripts depend on it.
Does anyone know how to fix this? I have lots of tasks to do for this app and I can't let something like this slow me down.
I encountered this issue last night when trying to configure my app to be compatible with Facebook Canvas.
Below is the line of code that was breaking:
FB.Canvas.SetAspectRatio(9,16, FBScreen.CenterHorizontal(), FBScreen.CenterVertical());
To fix my issue I surrounded the line with the UNITY_WEBPLAYER preprocessor directive like so:
#if UNITY_WEBPLAYER
FB.Canvas.SetAspectRatio(9,16, FBScreen.CenterHorizontal(), FBScreen.CenterVertical());
#endif
Doing this causes that line of code to only be compiled and run in the web player, and not on the mobile device. Hope that helps!

Launching app on iOS Simulator (waxsim no longer works)

I've had a workflow for a while that ran automated tests by building an app for the simulator, then launching it using waxsim. On every new sdk release there were some small tweaks to keep it working. However, XCode 5.1 removed the iPhoneSimulatorRemoteClient framework, so waxsim no longer works.
I tried using the ios simulator from the command line directly, as in:
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/Applications/iPhone\ Simulator.app/Contents/MacOS/iPhone\ Simulator -SimulateApplication /mydir/myapp.app/myapp
However myapp does not run, I just get the simulator loading the home screen. I can't figure out what might be going wrong, since I can't find a way to get any verbose output - the simulator does not complain about anything, it just doesn't load my app.
Any ideas, thoughts? Perhaps an alternative to waxsim that works on Xcode 5.1?
ios-sim was recently updated to support the new private framework DVTiPhoneSimulatorRemoteClient that is present in the current Xcode/SDK. I tried it and it seems to work fine, so I pretty much answered my main question.
Still, if someone has an idea why -SimulateApplication does not work (when the same app launches fine with ios-sim), I'd be curious to find out.

Cordova iOS: Alert-Popups and Device-Ready is not firing

I just set up a new PhoneGap project for android, which worked perfectly fine without any problems, there were almost no changes to the template project.
Then I wanted to move that exact project to iOS, and the woes began.
When I start the project, suddenly a bunch of alter dialogs pop up, with device information, network status. Each offer me "ok" and "cancel". When I press "ok" on any of them, execution is halted, and nothing happens further.
When I cancel them all, I get to the project screen, where it says "connecting to device". Obviously, deviceready is never fired on this.
Since this project is merely the template offered by Cordova themselves, I find it hard to believe it is not supposed to run. I suspect the console.log messages get popped up on screen rather than the XCode debug window.
I am completely new to XCode or any iOS programming (hence PhoneGap), and I would appreciate any help.
Using Cordova 2.8.1.
Reason was I mistakenly copies the cordova.js for android into the ios project, see here.

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